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sack-c0s

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Posts posted by sack-c0s


  1. I think its only useful for architectures where you have a large-ish spritelist and a limited amount of sprites per line.

     

    for the A8 and C64 you have a list that only contains the sprites you can display on a line, so I'm not so sure it's useful as you still need the plexor to reload the spritelist.


  2. hmmm... just thinking about it... why should this method lead to less flickering?  

     

    let's have a look on the following situation (each no. representing one sprite)

     

    12345

    6

    7

    8

    9

    10

     

    1st frame... 1234678910 are visible as 5 is the 5th on the scanline and will be rejected by the hardware

     

    2nd frame (ring buffer incremented by 4)... 5678910... so now sprites 1,2,3,4 are completly left out? would it not make more sense to start with 2 so just sprite 1 is left out???

     

    maybe some of you might know the clue...

     

    ringbuffers wrap around to their start point

     

    so.. 1st frame 1,2,3,4,6,7,8,9,10 - 5th is rejected as it is picked up by the hardware after its reached its sprites per line quota.

     

    2nd frame 5,6,7,8,9,10,1,2,3 - 4th is rejected as its attempted to be displayed after the 4th sprite on a line

     

    that's my interpretation from what I've read about the MSX chip anyhow


  3. We need a hard-pokey Card ;)

    nopes you don't. you just need good emulation... if you look at hardsid you will notice that just having the original soundchip doesnt give you the original sound.

     

    You might be right... It seems to be more a timing problem which cannot be solved by only using a hardware-card.

     

    or maybe a logic chip onboard so youy can send it register values and cycle delays for the writes - ought to bring you somewhere close...


  4. what is said is right emkay - you are criticising something you've neither seen, nor played.

     

    that 'just moving a cursor' doesn't take an entire frame by any mean - but by the same token it's not as trivial as it seems because allowances have to be made in order to push your beloved Atari Hardware in order to get the colour usage up to make things presentable. These things take effort and raster time. If you understood the situation as well as you claim to you would realise that.

     

    I mean I I don't like all of your music - but occasionally you do something that I do think is a great idea but if you're going to belittle everyone elses ideas, opinions and *actual working productions* (of which I don't see much in the way of code coming from you these days) then it's going to drown that out as background noise.

     

    There's some absolutely awesome Atari (8 and 16-bit) music out there - some of the ZX spectrum/amstrad stuff isn't bad either. we're not C64 elitists - there's bad music on all platforms and christ knows I've been responsible for some of it :)

     

    And to reiterate - Reaxion *will* be released as soon as we get some guidance on how to make a tape master that loads and autostarts as a professionally produced game should. This is the only thing holding up release at the moment. If someone wants to give us a shout with the answer that'd be great (I've managed to code and master the entire ZX spectrum version in the time this has taken to sort out)


  5. hah - there's irony for you.

     

    I convert copperkaahbaahnah from the ST to the C64 and you folks convert it to the atari again for me :)

     

    and you know what? that tune breaks on SIDplay 2 in windows (the bassline stutters when it shouldn't) but on this player it actually works fine.

     

    I am well impressed by that


  6. Extirpator (Thalamusik) is pretty damn good. Admittedly not his best tune on the A8 (I prefer JSW myself with this as a close second as the C64 version from the Sanxion loader is better).

     

    it's in the same key as the original and is a good effort considering the limitations of the POKEY and must've blown most things from that time out of the water. Of course it doesn't stand up so well against stuff like grayscales stereo stuff these days - but that was then and this is now.

     

    That solo is still one of my favourite things from any 8-bit.


  7. Well, here it is, my first RMT song:

     

    "By The Way"

     

    I've looped the heavy part (song line 4).

     

    I'm still not satisfied yet with the grunge-guitar sound, it's too soft, and the other instruments (percussion and bassguitar) are still a bit too loud compared to the guitar.

     

    Coming week I'll work on the other details of the song. This is just a test version.

     

    nice - now this I really do like :)

     

    Can't wait to hear what it's like when you've finished.


  8. to be honest I barely use filters on the C64 either seeing as all the 64s i own have 8580-SID chips (very little filtering occurs) and the filter effects are very unpredictable from machine to machine.

     

    at the end of the day everything is a tradeoff and I would rather have the extra channel.


  9. it's actually all 8-bit sounds. Odie/cosine has been playing with RMT and has shown me a thing or two to show that you can still sound damn good using only 8-bit sounds and no filters (now all I have to do is try and sound as good as he does :)

     

    I find the SID-like sounds hard to tweak and control so I tend not to use them. eventually I might have some kind of breakthrough but until then...

     

    glad some folks liked it anyhow.


  10. Couple of quick tunes here - Ideally I'd have liked to polish them up more, do a couple more covers and put them into a music demo and release it today, but time is against me so I thought i'd post regardless.

     

    The teen spirit cover needs work methinks, but I'm pretty happy with heart shaped box...

    covers.zip

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